#include "fleet.h"
+#include <iostream>
using namespace std;
+//Static variables
+map<string, vector<int> > Fleet::s_Races;
+UnitList Fleet::s_Units;
+
Fleet::Fleet()
{
+ m_iETA = 0;
+ m_sRace = "Generic";
}
Fleet::~Fleet(){
}
//////////////////////////////////////////////////////////////////////////
//
-string Fleet::Name()
+string Fleet::Name() const
{
return m_sName;
}
* s_Races and checks if it finds the race it returns true, if it reaches
* the end without finding it it returns false.
*/
-bool Fleet::setRace(std::string sRace)
+bool Fleet::setRace(string sRace)
{
m_sRace = sRace;
- s_Units.begin();
for (map<string, vector<int> >::iterator i = s_Races.begin(); i != s_Races.end(); i++)
{
if (m_sRace == (*i).first)
//////////////////////////////////////////////////////////////////////////
//
-string Fleet::Race()
+string Fleet::Race() const
{
return m_sRace;
}
+//////////////////////////////////////////////////////////////////////////
+//
+/** This function iterates through m_Fleet and adds all numbers together to
+ * produce a total.
+ */
+int Fleet::NumberOfShips() const
+{
+ int total = 0;
+
+ for (map<string, vector<int> >::const_iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
+ {
+ total += i->second[0];
+ }
+
+ return total;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setETA(int eta)
+{
+ m_iETA = eta;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::ETA() const
+{
+ return m_iETA;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setRaces(map<string, vector<int> >& races)
+{
+ s_Races = races;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setUnits(UnitList& units)
+{
+ s_Units = units;
+
+ for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); i++)
+ {
+ cerr << s_Units[(*i).first].Name() << "\t\t"
+ << s_Units[(*i).first].Race() <<"\t"
+ << s_Units[(*i).first].Class() << "\t"
+ << s_Units[(*i).first].Target(0) << "\t"
+ << s_Units[(*i).first].Target(1) << "\t"
+ << s_Units[(*i).first].Target(2) << "\t"
+ << s_Units[(*i).first].Initiative() << "\t"
+ << s_Units[(*i).first].Agility() << "\t"
+ << s_Units[(*i).first].WeaponSpeed() << "\t"
+ << s_Units[(*i).first].Guns() << "\t"
+ << s_Units[(*i).first].Power() << "\t"
+ << s_Units[(*i).first].Armor() << "\t"
+ << s_Units[(*i).first].EMP() << "\t"
+ << s_Units[(*i).first].TotRes() << "\t"
+ << s_Units[(*i).first].Fuel() << "\t"
+ << s_Units[(*i).first].ETA() << "\t"
+ << s_Units[(*i).first].Type() << endl;
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+const map<string, vector<int> >& Fleet::Races()
+{
+ return s_Races;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+const UnitList& Fleet::Units()
+{
+ return s_Units;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+vector<int> Fleet::RacesAllowed() const
+{
+ return s_Races[m_sRace];
+}